Red Alert Global League: Season 13 - Standings and Statistics
Red Alert Global League: Season 13 - Standings and Statistics
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Standings and Statistics
The final standings for each division are below:
Note that these tables have some slight changes from https://ragl.org to correctly order tied players by their head-to-head results. For more details (i.e. the head-to-head results) see the RAGL archive here: https://tttppp.github.io/ragl/standings.html?season=13
This is the first season that four players have been tied for a position (in fact we've never had more than a two-way tie in the past).
Re: Red Alert Global League: Season 13 - Standings and Statistics
Here are the playoff results from the ragl.org site:
Re: Red Alert Global League: Season 13 - Standings and Statistics
The statistics from Season 12 are available here: viewtopic.php?p=314137#p314137
Faction Win Rates
Buildings/Units Queued
Per Player Builds
Builds that were used at least three times by the given player. Factions are E, F, G, R and U for nation pick, A and S for Allies/Soviets and ? for Random.
Per Map Builds
Maps ordered by popularity and builds orders that were used at least 10 times per map.
Overall Popular Build Orders
These are build states that were hit over a hundred times. For example players went either PP,Rf,Rx or PP,Rx,Rf 432 times.
Faction v Faction
Faction Win Rates
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Faction Win Rate From Any From Random A/S Picked Win Rate
England 41/ 85 48% 26/ 56 46% 10/ 19 53% 5/ 10 50%
France 45/ 96 47% 29/ 50 58% 13/ 20 65% 3/ 26 12%
Germany 37/ 68 54% 28/ 51 55% 9/ 16 56% 0/ 1 0%
Allies 123/249 49% 83/157 53% 32/ 55 58% 8/ 37 22%
Russia 58/118 49% 47/ 96 49% 10/ 18 56% 1/ 4 25%
Ukraine 78/151 52% 53/ 94 56% 7/ 20 35% 18/ 37 49%
Soviet 136/269 51% 100/190 53% 17/ 38 45% 19/ 41 46%
Total 259/518 50% 183/347 53% 49/ 93 53% 27/ 78 35%
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~~~ Buildings ~~~
Refinery: 3523 (520 builds (100%), 50% wins)
Power Plant: 3482 (520 builds (100%), 50% wins)
Barracks: 3479 (519 builds (100%), 50% wins)
War Factory: 879 (514 builds (99%), 50% wins)
Advanced Power Plant: 684 (264 builds (51%), 63% wins)
Service Depot: 597 (505 builds (97%), 50% wins)
Radar Dome: 366 (333 builds (64%), 58% wins)
Helipad: 201 (116 builds (22%), 60% wins)
Airfield: 181 (127 builds (24%), 66% wins)
Tech Centre: 152 (140 builds (27%), 71% wins)
Kennel: 84 (84 builds (16%), 49% wins)
Naval Yard: 13 (6 builds (1%), 60% wins)
Sub Pen: 9 (7 builds (1%), 33% wins)
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~~~ Defences ~~~
Flame Tower: 6517 (267 builds (51%), 51% wins)
Pillbox: 5509 (249 builds (48%), 50% wins)
Turret: 464 (140 builds (27%), 55% wins)
Teslacoil: 422 (158 builds (30%), 62% wins)
AA Gun: 152 (36 builds (7%), 58% wins)
Camo Pillbox: 143 (26 builds (5%), 54% wins)
Concrete Wall: 86 (15 builds (3%), 40% wins)
Fake Power Plant: 71 (25 builds (5%), 24% wins)
Iron Curtain: 64 (54 builds (10%), 70% wins)
SAM Site: 57 (19 builds (4%), 56% wins)
Fake War Factory: 37 (19 builds (4%), 21% wins)
Fake Barracks: 33 (18 builds (3%), 17% wins)
Fence: 29 (5 builds (1%), 20% wins)
Fake Service Depot: 25 (13 builds (2%), 23% wins)
Fake Radar Dome: 15 (10 builds (2%), 20% wins)
Fake Conyard: 14 (11 builds (2%), 36% wins)
Missile Silo: 12 (10 builds (2%), 80% wins)
Chronosphere: 5 (5 builds (1%), 80% wins)
Silo: 4 (2 builds (0%), 50% wins)
Fake Advance Power: 1 (1 builds (0%), 0% wins)
Fake Tech Center: 1 (1 builds (0%), 0% wins)
Gap Generator: 1 (1 builds (0%), 100% wins)
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~~~ Infantry ~~~
Rifle: 134206 (520 builds (100%), 50% wins)
Rocket: 49028 (515 builds (99%), 50% wins)
Flamer: 2226 (117 builds (22%), 47% wins)
Medic: 1248 (178 builds (34%), 48% wins)
Shockie: 958 (20 builds (4%), 68% wins)
Engineer: 679 (507 builds (98%), 50% wins)
Mechanic: 430 (72 builds (14%), 46% wins)
Gren: 203 (49 builds (9%), 41% wins)
Dog: 120 (84 builds (16%), 49% wins)
Spy: 57 (22 builds (4%), 45% wins)
Tanya: 51 (26 builds (5%), 65% wins)
Thief: 27 (10 builds (2%), 70% wins)
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~~~ Vehicles ~~~
Heavy Tank: 19194 (245 builds (47%), 49% wins)
Medium Tank: 11744 (239 builds (46%), 50% wins)
Light Tank: 1438 (126 builds (24%), 43% wins)
Harvester: 1335 (491 builds (94%), 51% wins)
APC: 1021 (148 builds (28%), 50% wins)
MCV: 663 (482 builds (93%), 50% wins)
Flak: 560 (181 builds (35%), 54% wins)
Tesla Tank: 538 (19 builds (4%), 61% wins)
Arti: 492 (105 builds (20%), 62% wins)
V2: 486 (117 builds (22%), 65% wins)
Mammoth Tank: 339 (35 builds (7%), 83% wins)
Ranger: 227 (160 builds (31%), 53% wins)
Minelayer: 128 (77 builds (15%), 56% wins)
Demo: 95 (17 builds (3%), 59% wins)
Radar Jammer: 33 (14 builds (3%), 79% wins)
Mobile Gap Generator: 4 (2 builds (0%), 50% wins)
Phase Transport: 4 (4 builds (1%), 75% wins)
Chrono Tank: 3 (1 builds (0%), 100% wins)
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~~~ Air ~~~
Yak: 1584 (109 builds (21%), 67% wins)
Blackhawk: 1115 (104 builds (20%), 63% wins)
Longbow: 94 (21 builds (4%), 70% wins)
Mig: 57 (21 builds (4%), 90% wins)
Chinook: 5 (4 builds (1%), 50% wins)
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~~~ Naval ~~~
Cruiser: 25 (4 builds (1%), 100% wins)
Gunboat: 20 (3 builds (1%), 50% wins)
Destroyer: 14 (3 builds (1%), 100% wins)
Missile Sub: 10 (3 builds (1%), 50% wins)
Naval Transport: 7 (7 builds (1%), 17% wins)
Submarine: 5 (2 builds (0%), 0% wins)
Builds that were used at least three times by the given player. Factions are E, F, G, R and U for nation pick, A and S for Allies/Soviets and ? for Random.
Code: Select all
=== BigHALK (Played 23 game(s), Win Rate 39%, Factions ?:100%) ===
3 [PP][Rx][Rf][PP][Rf][WF][Rf][SD][PP][Rx][Rx][Rx][PP]
3 .. .. .. [Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rx][PP][Rf][Rf][Rx][PP][WF][RD]
3 .. .. .. .. .. .. .. .. [Rx][PP][Rf][Rf][PP]
=== Blackened (Played 26 game(s), Win Rate 77%, Factions ?:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rx][SD][PP][Rx][Rx][Rf]
3 .. .. .. .. [WF][PP][Rf][Rx][SD][Rx][Rx][PP][Rf]
3 .. .. .. [WF][PP][Rf][Rx][Rx][Rx][SD][PP]
3 .. .. .. .. [Rf][PP][Rf][Rx][Rx][Rx][SD][PP][Rf]
=== Dodder (Played 14 game(s), Win Rate 7%, Factions ?:86%,A:14%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][Rf][PP][Rx][Rx][Rf][PP]
5 .. .. [Rf][WF][PP][Rf]
=== Duke Bones (Played 16 game(s), Win Rate 25%, Factions ?:50%,A:25%,S:19%,U:6%) ===
4 [PP][Rf]
3 .. [Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx]
3 .. .. .. [WF][PP][Rf][SD][Rf][PP][Rx][Rx][Rf]
=== Ekanim (Played 23 game(s), Win Rate 96%, Factions ?:100%) ===
4 [PP][Rx][Rf][Ke][Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rx][Rf][PP][WF]
4 .. .. .. [Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rx][Rf][PP][Rf]
3 .. .. .. [WF][PP][Rf][Rx][SD][Rx][Rx][PP][PP][PP][Rf][WF][Rf][RD]
=== Eugenator (Played 18 game(s), Win Rate 39%, Factions ?:100%) ===
4 [PP][Ke][Rx][Rf][Rf][PP][WF][Rf]
4 .. [Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rx]
3 .. .. .. .. [Rf]
=== Gajcus (Played 25 game(s), Win Rate 48%, Factions ?:48%,A:48%,F:4%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rx][SD][PP][Rx][Rf][Rf][PP][Rx][Rx][PP]
4 .. .. .. .. .. .. .. [SD][PP][Rx][Rx][Rf]
3 .. .. .. [WF][PP][Rf][Rx]
=== J!NX (Played 24 game(s), Win Rate 54%, Factions A:54%,?:46%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF]
3 .. .. [Rf][Rf][PP][WF][SD][Rf][PP]
4 .. .. .. .. .. .. .. .. [Rx][PP]
4 .. .. .. .. [WF][PP][SD]
=== Kav (Played 24 game(s), Win Rate 88%, Factions ?:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rx][SD][PP][Rx][Rx][Rf]
4 .. .. .. .. .. .. .. [SD][PP][Rx][Rx][Rf][PP]
3 .. .. .. .. [WF][PP][Rf][Rx][SD]
3 .. .. .. .. .. .. .. [SD][PP][Rx][Rx][Rf][Rf][PP][Rx][Rx]
=== Mo (Played 25 game(s), Win Rate 75%, Factions A:84%,S:12%,?:4%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][PP][Rx][Rf][PP][PP][Rx][Rf][RD][AP][HP][HP]
3 .. .. .. [WF][PP][Rf][SD][Rf][PP][Rx][Rx][Rf][PP][PP]
=== Nilhall (Played 27 game(s), Win Rate 46%, Factions S:96%,?:4%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][PP]
4 .. .. .. .. .. .. .. .. [RD]
3 .. .. .. .. .. .. .. .. [Rx][SD][PP]
3 .. .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rx][Rf]
=== Pvt_Leaf (Played 24 game(s), Win Rate 46%, Factions ?:67%,S:25%,E:4%,G:4%) ===
5 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP][Rx][Rx][PP]
3 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. [Rf][PP]
=== Sigil (Played 22 game(s), Win Rate 68%, Factions U:100%) ===
4 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rf]
3 .. .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP]
4 .. .. .. [WF][PP][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rf][PP]
=== TTTPPP (Played 26 game(s), Win Rate 38%, Factions ?:100%) ===
3 [PP][Rf][WF][Rx]
3 .. [Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx]
3 .. .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rf][PP]
=== Tailix Killa Mentor (Played 8 game(s), Win Rate 50%, Factions E:100%) ===
4 [PP][Rx][Rf][Rf][WF][PP][Rf][SD][PP][Rx]
=== Upps (Played 18 game(s), Win Rate 33%, Factions F:50%,?:22%,R:17%,U:11%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf]
4 .. .. .. .. [WF][PP][Rf][Rx][SD][Rx][PP][Rx][Rf]
3 .. .. .. [WF][PP][Rf][Rx][SD][Rx][PP]
=== anjew (Played 16 game(s), Win Rate 25%, Factions U:62%,?:38%) ===
3 [PP][Rf][WF][Rf][PP][Rx][Rf][SD][PP]
3 .. [Rx][Rf][Rf][PP][WF]
3 .. .. .. .. [WF][PP][Rf][SD][PP][Rx][Rx]
4 .. .. .. [WF][PP][Rf]
=== bete (Played 22 game(s), Win Rate 55%, Factions ?:95%,F:5%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP]
3 .. .. .. .. .. .. .. .. .. .. .. .. [Rx][PP][Rx]
4 .. .. .. .. .. .. .. .. .. .. .. [Rx]
=== chouchani (Played 22 game(s), Win Rate 0%, Factions ?:100%) ===
4 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP][RD]
3 .. .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP][RD][HP]
=== dang_shot (Played 6 game(s), Win Rate 83%, Factions ?:100%) ===
3 [PP][Rx][Ke][Rf][Rf][PP]
3 .. .. [Rf][Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rf][PP][Rx][Rx][PP][Rf]
=== despro (Played 10 game(s), Win Rate 90%, Factions ?:100%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rx][Rf][PP][Rx]
3 .. .. [Rf]
=== jungle (Played 16 game(s), Win Rate 0%, Factions F:94%,?:6%) ===
3 [PP][Rx][Rf][PP][Rf][WF][PP][SD][Rx]
3 .. .. .. .. .. .. [Rx]
4 .. .. .. .. .. .. [SD]
=== maceman (Played 27 game(s), Win Rate 44%, Factions ?:85%,U:7%,S:4%,E:4%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rf][Rx][Rx][PP]
6 .. .. .. .. .. .. .. .. .. .. .. .. .. .. [Rx][PP]
4 .. .. .. [WF][PP][Rf][SD]
=== milkman (Played 26 game(s), Win Rate 69%, Factions ?:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rx][Rf][PP][Rx][Rx][Rx][Rf][PP][Rx]
3 .. .. .. .. [WF][PP][Rf][SD][PP][Rx][Rx]
3 .. .. .. .. .. .. [SD][Rf]
=== spetsnaz84 (Played 24 game(s), Win Rate 46%, Factions ?:96%,R:4%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rf][PP][Rx][Rf]
4 .. .. .. .. .. .. .. .. .. .. .. [Rx][PP]
3 .. .. .. .. .. .. .. .. [Rx]
=== tux (Played 8 game(s), Win Rate 38%, Factions ?:50%,A:50%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][Rx][PP][Rx][PP][Rx]
Maps ordered by popularity and builds orders that were used at least 10 times per map.
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### Greener Pastures [RAGL-13] (Picked 42 time(s)) ###
11 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf]
12 .. .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP]
11 .. .. .. [WF]
### Anar [RAGL-13] (Picked 37 time(s)) ###
12 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf]
10 .. .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP]
10 .. .. .. .. .. .. .. .. [Rx][PP]
### Sompio [RAGL-13] (Picked 28 time(s)) ###
10 [PP][Rx][Ke][Rf][Rf][PP]
10 .. .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
13 .. .. .. [WF][PP][Rf]
### Assault [RAGL-13] (Picked 25 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
12 .. .. .. [WF][PP][Rf]
### Elevation [RAGL-13] (Picked 23 time(s)) ###
12 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
### Abendland [RAGL-13] (Picked 21 time(s)) ###
11 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf]
### Territorial [RAGL-13] (Picked 20 time(s)) ###
11 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx]
### OverKill [RAGL-13] (Picked 18 time(s)) ###
11 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP]
### Pity Light [RAGL-13] (Picked 16 time(s)) ###
12 [PP][Rx][Rf][Rf][PP][WF][Rf][SD]
### Isle of Wight [RAGL-13] (Picked 12 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf]
### Infection [RAGL-13] (Picked 10 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF]
### Forgotten Plains [RAGL-13] (Picked 8 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf][SD]
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--- Overall (Total 520 game(s)) ---
21 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx]
20 .. .. [Rf][PP][Rf][WF]
22 .. .. .. [Rf][PP][WF][Rf][Rx][SD][PP][Rx]
30 .. .. .. .. .. .. .. [SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP]
40 .. .. .. .. .. .. .. .. .. .. .. [Rx]
29 .. .. .. .. .. .. .. .. [Rx][PP][Rx]
36 .. .. .. .. [WF][PP][Rf]
29 .. .. .. [WF][PP][Rf][SD]
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519 1[PP]
490 1[PP]1[Rx]
432 1[PP]1[Rf]1[Rx]
403 1[Rx]1[WF]2[PP]2[Rf]
337 1[PP]1[Rx]2[Rf]
307 1[Rx]1[WF]2[PP]3[Rf]
294 1[Rx]2[PP]2[Rf]
291 1[SD]1[WF]2[Rx]3[PP]3[Rf]
279 1[SD]1[WF]3[PP]3[Rf]3[Rx]
262 1[Rx]1[SD]1[WF]2[PP]3[Rf]
221 1[Rx]1[SD]1[WF]3[PP]3[Rf]
179 1[SD]1[WF]3[PP]3[Rx]4[Rf]
174 1[SD]1[WF]4[PP]4[Rf]4[Rx]
149 1[SD]1[WF]3[Rx]4[PP]4[Rf]
128 1[SD]1[WF]4[PP]4[Rf]5[Rx]
111 1[SD]1[WF]3[PP]3[Rf]4[Rx]
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Name | Allies vs A | Allies vs S | Soviet vs A | Soviet vs S
-----------------+--------------+--------------+--------------+--------------
BigHALK | 1/ 7 ( 14%) | 3/ 6 ( 50%) | 0/ 4 ( 0%) | 5/ 6 ( 83%)
Blackened | 7/ 9 ( 78%) | 5/ 6 ( 83%) | 5/ 6 ( 83%) | 3/ 5 ( 60%)
Dodder | 0/ 4 ( 0%) | 0/ 2 ( 0%) | 1/ 4 ( 25%) | 0/ 4 ( 0%)
Duke Bones | 2/ 7 ( 29%) | 1/ 1 (100%) | 0/ 4 ( 0%) | 1/ 4 ( 25%)
Ekanim | 4/ 4 (100%) | 8/ 9 ( 89%) | 3/ 3 (100%) | 7/ 7 (100%)
Eugenator | 1/ 3 ( 33%) | 3/ 4 ( 75%) | 1/ 4 ( 25%) | 2/ 7 ( 29%)
Gajcus | 6/ 9 ( 67%) | 3/ 9 ( 33%) | 2/ 3 ( 67%) | 1/ 4 ( 25%)
J!NX | 5/ 6 ( 83%) | 6/13 ( 46%) | 1/ 2 ( 50%) | 1/ 3 ( 33%)
Kav | 4/ 5 ( 80%) | 4/ 5 ( 80%) | 3/ 4 ( 75%) | 10/10 (100%)
Mo | 5/ 7 ( 71%) | 11/13 ( 85%) | 1/ 2 ( 50%) | 1/ 2 ( 50%)
Nilhall | | | 9/18 ( 50%) | 3/ 8 ( 38%)
Pvt_Leaf | 1/ 3 ( 33%) | 1/ 4 ( 25%) | 7/ 9 ( 78%) | 2/ 8 ( 25%)
Sigil | | | 7/11 ( 64%) | 8/11 ( 73%)
TTTPPP | 2/ 7 ( 29%) | 2/ 3 ( 67%) | 6/10 ( 60%) | 0/ 6 ( 0%)
Tailix Killa Mentor | 2/ 5 ( 40%) | 2/ 3 ( 67%) | |
Upps | 1/ 8 ( 12%) | 2/ 3 ( 67%) | 1/ 2 ( 50%) | 2/ 5 ( 40%)
anjew | | 0/ 1 ( 0%) | 2/ 5 ( 40%) | 2/10 ( 20%)
bete | 4/ 5 ( 80%) | 2/ 6 ( 33%) | 3/ 4 ( 75%) | 3/ 7 ( 43%)
chouchani | 0/ 2 ( 0%) | 0/ 7 ( 0%) | 0/ 8 ( 0%) | 0/ 5 ( 0%)
dang_shot | | 3/ 3 (100%) | 1/ 1 (100%) | 1/ 2 ( 50%)
despro | 2/ 2 (100%) | | 2/ 3 ( 67%) | 5/ 5 (100%)
jungle | 0/ 4 ( 0%) | 0/11 ( 0%) | 0/ 1 ( 0%) |
maceman | 4/ 7 ( 57%) | 3/ 7 ( 43%) | 1/ 7 ( 14%) | 4/ 6 ( 67%)
milkman | 4/ 6 ( 67%) | 2/ 5 ( 40%) | 7/ 7 (100%) | 5/ 8 ( 62%)
spetsnaz84 | 4/ 8 ( 50%) | 2/ 6 ( 33%) | 3/ 7 ( 43%) | 2/ 3 ( 67%)
tux | | 1/ 4 ( 25%) | 1/ 2 ( 50%) | 1/ 2 ( 50%)
Re: Red Alert Global League: Season 13 - Standings and Statistics
I finally got around to revisiting the graphs I drew for "RAGL through the seasons" and regenerated them with the data up to Season 13. I plan to present the graphs here, but will probably include less discussion since I imagine a lot of it will be similar to before.
The number of games has reduced since the enourmous divisions in Season 9, but each season is similarly represented with at least 250-300 games.
Season 13 has been the first in a while where Soviets have had a higher win rate than Allies, but it was extremely close.
Breaking this down further to show the subfactions then we can see that the subfaction chosen doesn't have a huge impact on the result.
The number of games has reduced since the enourmous divisions in Season 9, but each season is similarly represented with at least 250-300 games.
Season 13 has been the first in a while where Soviets have had a higher win rate than Allies, but it was extremely close.
Breaking this down further to show the subfactions then we can see that the subfaction chosen doesn't have a huge impact on the result.
Re: Red Alert Global League: Season 13 - Standings and Statistics
Plotting win rates for these buildings has certain limitations which I discussed previously at length. However we can see these have been pretty stable since Season 9.
Re: Red Alert Global League: Season 13 - Standings and Statistics
People are often interested in whether a certain statistic holds true for Masters players or not, and here are a couple of graphs showing tech building usage by Masters players and by players who won the game.
Re: Red Alert Global League: Season 13 - Standings and Statistics
As a bonus I thought it might be interesting to see when kennels are built in the game. As expected we can see that the vast majority are within the first five buildings and in recent seasons no one has seen a reason to build a kennel after this point in the game.
Another question that I wondered about was how many dogs get built by players who build a kennel. The replay files only say how many dogs are queued, so this may be a slight overestimate, but I think it's fairly safe to say that most players only build a single dog and a few build two. It's interesting to note that in earlier seasons it wasn't uncommon to queue five or more dogs, and in Seasons 4-6 it was more common to have two dogs that one. Weirdly there were quite a few builds where a player placed a kennel and then didn't use it at all.
Re: Red Alert Global League: Season 13 - Standings and Statistics
Focusing on the popular T1 defences shows us that pillboxes and flame towers are heading towards 100% usage. Meanwhile turrets and teslacoils are only used in half of all build orders. Camo-pillboxes are seen in about one in every ten builds.
The win rates for these structures are pretty near to 50%, suggesting they aren't a game changer. It's interesting that recently camo-pillboxes have been consistently above a 55% win rate. Perhaps they do give a slight advantage, or possibly they're used by better players.
Re: Red Alert Global League: Season 13 - Standings and Statistics
Each faction gets an anti-air defence which is locked behind the radar dome. This graph shows win rates for players who reached T2 against win rates for players building at least one AA gun or SAM site. With the exception of SAM sites in S10 and S12 all of the air defence results are within experimental error of 50% win rate.
Also on the defences tab are the super weapons. These all require T3 to build and are sometimes built by players who are already ahead. Comparing the T3 win rates with those for the chronosphere, iron curtain and missile silo then the most definite pattern is that the iron curtain win rate hovers slightly above the soviet T3 line. The results for chronosphere in particular are a very small sample - there have been fewer than 10 chronospheres built in every season since S08.
Re: Red Alert Global League: Season 13 - Standings and Statistics
On the right of the graph the total shoots up to 2.03 fakes per France player in Season 13, and so I wanted to look at where these were coming from. It turns out that only five players built fakes in S13:
Code: Select all
jungle: 118 fakes in 15 games
Mo: 63 fakes in 8 games
Upps: 7 fakes in 4 games
TTTPPP: 4 fakes in 3 games
J!NX: 3 fakes in 1 game
It's also interesting to find out how popular building different numbers of fakes is. This graph shows that building one to three fakes has been popular for a long time, but building higher numbers has only recently gained momentum.
Re: Red Alert Global League: Season 13 - Standings and Statistics
When searching for examples of fakes being useful in Season 13 I came across this match between Mo and Hulk. Mo has just got his MCV out and Hulk has dropped his engi in the backlines. He ignores the fake power plant and sets about capping the fake service depot instead. He just manages to take it before the engi is killed. If you want to watch the full match then Kaution's cast both games here: https://www.youtube.com/watch?v=NAz1CkJ_zDo&t=0s
Re: Red Alert Global League: Season 13 - Standings and Statistics
Looking at the number of times each support power was used then we can see a slightly disappointing story. In Season 13 then the average number of times a support power building was used was between zero and one. Missile silos are particularly disappointing - only one in seven silos launched a nuke in Season 13, and there were no nukes the three seasons before this.
Considering just the super powers and comparing them to T3 win rates in general then we find superpowers do correlate with winning the game.
Re: Red Alert Global League: Season 13 - Standings and Statistics
I don't think I've attempted to plot the history of different build orders before, and so I came up with a breakdown of build orders roughly based on the ones from Blackened's Barracks.
The first five builds are double ref builds (PP, Rx, Rf, Rf). The first two are popular normal versions (Rax before SD and SD first). The third section is any other build starting with PP, Rx, Rf, Rf, PP, WF. After that we have the ref sell variant (PP, Rx, Rf, Rf, WF) although my data set does not capture sell commands, so it's possible that it contains a few low power builds too. The fifth section is any other build starting with PP, Rx, Rf, Rf, which may include tech rushes, triple ref all-ins or builds which were interrupted by early aggression.
The next two builds are the WF First builds (or "WF before second Ref"). Towards the bottom of the list we have the less popular Rax Skip (PP, Rf, Rx) and WF Rush (PP, Rf, WF) builds. The bottom section is anything that wasn't captured already.
The graph clearly shows double ref becoming the meta by Season 4, and then players settling on SD after third ref as the standard double ref build between Season 6 and Season 10. Part of this will be caused by the Academy Discord server providing a way for new players to learn standard builds, with Level 1 being the double ref build. We can also see that since Season 11 the non-meta builds have been slowly gaining in popularity again. Potentially this is due to players like despro and Blackened showing that it's possible to win with other builds, and other players taking notice.
In terms of win rate then the Double Ref, Third Ref, SD standard build is at almost exactly 50%. It's used by all levels of players in basically all circumstances. Meanwhile Double Ref, Rax before SD is at 58% win rate and deserves more investigation. Several other builds have a good win rate recently including both the standard WF First and the bucket of other WF First builds, and also the Double Ref with Ref Sell. The bottom line seems to be that while the pervasive standard Double Ref is a good build, there are other builds that are currently performing better and so players could consider switching things up from time to time.
Finally I wanted to publish this graph which Yara requested. This shows what faction/subfaction players have picked in each season. The most interesting thing here is how popular Any has become. By Season 13 we can see roughly two thirds of all faction choices were Random.
The first five builds are double ref builds (PP, Rx, Rf, Rf). The first two are popular normal versions (Rax before SD and SD first). The third section is any other build starting with PP, Rx, Rf, Rf, PP, WF. After that we have the ref sell variant (PP, Rx, Rf, Rf, WF) although my data set does not capture sell commands, so it's possible that it contains a few low power builds too. The fifth section is any other build starting with PP, Rx, Rf, Rf, which may include tech rushes, triple ref all-ins or builds which were interrupted by early aggression.
The next two builds are the WF First builds (or "WF before second Ref"). Towards the bottom of the list we have the less popular Rax Skip (PP, Rf, Rx) and WF Rush (PP, Rf, WF) builds. The bottom section is anything that wasn't captured already.
The graph clearly shows double ref becoming the meta by Season 4, and then players settling on SD after third ref as the standard double ref build between Season 6 and Season 10. Part of this will be caused by the Academy Discord server providing a way for new players to learn standard builds, with Level 1 being the double ref build. We can also see that since Season 11 the non-meta builds have been slowly gaining in popularity again. Potentially this is due to players like despro and Blackened showing that it's possible to win with other builds, and other players taking notice.
In terms of win rate then the Double Ref, Third Ref, SD standard build is at almost exactly 50%. It's used by all levels of players in basically all circumstances. Meanwhile Double Ref, Rax before SD is at 58% win rate and deserves more investigation. Several other builds have a good win rate recently including both the standard WF First and the bucket of other WF First builds, and also the Double Ref with Ref Sell. The bottom line seems to be that while the pervasive standard Double Ref is a good build, there are other builds that are currently performing better and so players could consider switching things up from time to time.
Finally I wanted to publish this graph which Yara requested. This shows what faction/subfaction players have picked in each season. The most interesting thing here is how popular Any has become. By Season 13 we can see roughly two thirds of all faction choices were Random.
Re: Red Alert Global League: Season 13 - Standings and Statistics
When I looked through these stats previously then I didn't really investigate engineer usage. Here we can see that the time an engineer is likely to be produced was roughly the same in every season - generally it will be unit number 1, 6, 11 or 16. Players often queue their first infantry batch in multiples of five rifles with a single engi in. If you want to snipe an engineer then you could use this pattern to have a good guess at the timing needed. I also tried extending the graph to look for further peaks - there's a tiny peak at 21 and the graph's almost completely flat by unit 26.
Finally I wanted to know whether it made a noticeable difference when you produced your engineer. All of these lines are very close to 50%, but producing an engi in the first five units does seem to be slightly better than the other options. I hoped that by including "21+" I'd be able to capture players who'd had their engi sniped and opted to build a second. The line doesn't seem significantly worse than the others though. In fact I plotted a separate graph comparing the win rates for no engis, one engi and more than one engi, and building an engi was consistently better than skipping it, but having two or more engis jumped around. In Season 13 two or more engis had the best win rate of these three options.
Re: Red Alert Global League: Season 13 - Standings and Statistics
I tried to bucket builds into different rifle-rocket ratios, so anything between 1.5:1 and 2.5:1 ended up in the 2:1 bucket. We can see historically all of these buckets were fairly popular, but over time players have focused more on the middle ratios. Note that these are the ratio of units queued, so if a player creates a huge queue of rifles and then priority queues rockets into it then their build will be counted in the "More than 5.5:1" bucket, even though the units produced could be something nearer to 3:1.
Finally in this post let's look at the win rates. Since Season 10 the ratios 2:1 and 3:1 have shared the top two positions, suggesting they remain the best options. There's nothing really obvious to choose between them, so it's going to depend on the map, the opponent and your game plan as to which is better. Meanwhile "4:1-5:1" has slipped below the 50% win rate, and the more extreme options are way down at about a 20% win rate.